HexLands once fed every new resident into the same gold unlock bar. Version 0.46 throws that bar away. The game can now ask a settlement to leave an island without building a single house before it hands over more of its card collection.

That is a much stranger bargain than earning experience for another large town. The unlock condition is no longer only a measure of progress. It is a suggestion that a city builder might be worth playing against its most obvious instinct.

HexLands combines a roguelike deckbuilder with city building across procedural medieval islands. Cards place buildings and shape production, while relics and burdens alter a run. Its Collection tracks which of those pieces the player has discovered and which remain locked.

When Collections arrived in v0.43, every point of population advanced one shared unlock bar. The developer already described that rule as temporary. In v0.46, locked cards and relics instead point to named Challenges, show progress on their overlays and identify the exact Challenge in a tooltip. The run-end screen reports both completed unlocks and partial progress.

HexLands official gameplay screenshot
HexLands ยท official screenshotSteam

One bar only rewarded bigger towns

Population is an easy meta-progression currency because nearly every healthy town produces it. That is also its weakness. A cautious settlement, a reckless one and a peculiar deck can all pay into the same bar as long as enough people arrive.

The next unlock proves that the player built another successful town, but not that they found another reason to build. In a run-based city builder, that can make fresh content arrive through repetition while leaving the game's less comfortable strategies unexplored.

The new Challenges split that broad reward into specific requests. Some follow normal progression, such as reaching Town Rank 3 or discovering relics. Others interfere with the usual plan: leave without houses, hold maximum reputation for the whole run or win without ever removing a card.

The no-houses condition is the most revealing. Housing is an ordinary answer to population growth, so forbidding it forces the run to search elsewhere. Winning without card removal creates a different mess: the deck has to carry every awkward draw it acquires. Other Challenges, such as holding maximum reputation, keep pressure on one priority for an entire run.

An unlock can double as a dare

This gives meta-progression a teaching job. A progress bar says to keep playing. A well-chosen Challenge points at a part of the design the player may have ignored and offers a concrete reason to test it.

HexLands also makes the relationship inspectable. A locked item names its Challenge instead of hiding behind an unknown account level. That matters because the player can decide whether the reward is worth changing the next run, then watch partial progress without guessing which action counted.

The reward has to belong to the lesson

The danger is that a city stops being a plan and becomes paperwork. Once an unlock asks for a peculiar condition, the efficient response may be to satisfy the wording, collect the reward and abandon every other question the island raised.

That lesson can fall apart at the reward screen. The v0.46 notes do not identify which example unlocks which item, and that mapping matters. A reward that supports the strange strategy can give the player a reason to revisit it. A generally useful card may instead make the condition feel like a toll paid before returning to the build the player wanted in the first place.

Challenge-based unlocks are most convincing when the required behavior reveals why the reward exists. Otherwise the system has replaced one anonymous gold bar with a longer list of chores.

Players who enjoy city builders as constraint puzzles may find the new Collection more interesting than a passive account level. For small developers, HexLands poses a sharper meta-progression question: when a locked tool asks for a strange run, will that run teach the player what to do with the tool once it opens?

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